Operation Backlog Completion 2024
Oct 112024
 

Now for something completely different, let’s talk about 99 Spirits.

I’ve had this one in my backlog for a long time, probably since around the time of my yokai craze, and I decided the emphasis on spirits and demons made it a good choice to finally play this October.

And what an unusual experience it was.

99 Spirits is part JRPG, part… vocabulary game?

You play a young woman who wields a sacred sword in order to defeat Tsukumogami, inanimate objects that have become yokai or spirits. It has a simple presentation, with a grid-like screen used to explore the hub city and dungeons. Markers on the green indicate shops, conversations, items to pick up, etc., and enemies are marked as well. When you come into contact with an enemy, a battle begins.

Combat controls are fairly simple. On your turn, you choose whether to attack or defend. However, when the enemy attacks, you have a brief window in which you can press the defend button to shield yourself and counterattack. The result is a system that feels a step more active than turn-based combat.

But Tsukumogami can’t be defeated unless you know their true forms, and that’s where the twist to combat comes in. As you attack, you build a gauge that lets you use a special skill to gain clues about the spirit’s identity. Defending, meanwhile, builds a gauge that lets you call out its name – by typing the name of the object it used to be.

For example, you might give you the clues “OO” and “eating.” Using the gauge again might get you “S” and “food.” Then you use the other skill, type in “spoon,” and the spirit takes on its spoon form and can be fought normally.

It’s such a strange combination of ideas… and I love it.

Throughout the game, you can buy or find spirit indexes, which give you a list of Tsukumogami. That simplifies things, since instead of wracking your brain to figure out what word fits the description, there’s a chance you have it on the list. (The spirit index also lets you click the name instead of typing it every time.)

As you progress, you’ll unlock new skills for your sword. Did I mention this game is also partly a monster collecting RPG?

Once you unlock the third skill, you can capture Tsukumogami while fighting them in order to use special skills. These are both field skills, such as using a weapon-type Tsukumogami to cut down a tree blocking you from a bonus area, and combat skills that serve as special abilities in battle.

I would not say the story is especially in-depth, but it’s a fine story about fighting yokai with some cute/funny character interactions alongside more serious moments. It’s not especially spooky despite its subject matter, so we’ll mark this down as one of the more lighthearted games for this year’s celebration.

Overall, it’s a unique blend of ideas that ends up being a lot of fun. My only real criticism is that it’s buggy – the game crashed enough times that I started saving after every few battles, just in case.

There are some secrets I didn’t get on my playthrough, including an alternate ending, but I don’t think I’ll go back through it to try to get everything. I probably won’t get the DLC, either. Nevertheless, I’m happy I finally got around to playing 99 Spirits.

(On a side note, email subscriptions have halted again, so here’s hoping I find a lasting solution.)

Sep 302024
 

Back in 2021 when Lost Judgment was announced, I was ecstatic.

I absolutely loved Judgment, so I was planning to play its sequel day one.

So how did it end up taking me this long to do so?

Once Lost Judgment came out, I learned that it contained spoilers for Yakuza: Like a Dragon. Because of that, I decided to catch up on the Yakuza series first… which took me until the very end of last year. At that point, I was ready to continue on with Gaiden and Infinite Wealth first.

But the winner of my last contest picked the game review prize and chose Lost Judgment, so it got priority over Infinite Wealth after all.

Like its predecessor, Lost Judgment is a spin-off of the Yakuza series starring an ex-lawyer-turned-private-detective named Yagami. This time, he’s hired to investigate a case of high school bullying in Yokohama but soon finds himself looking into a murder case as well.

It’s set after Yakuza: Like a Dragon, so yes, it unavoidably spoils a major plot point from near the end of that game, so I’d recommend playing Yakuza first if you intend to play them both.

One thing that stood out to me when I played Judgment was that its story is darker than those of the main Yakuza series. Yakuza games can have quite dark stories and be very emotional, but they rarely feel as heavy as Judgment did. The same is true here, as Lost Judgment deals with a lot of heavy, upsetting topics as Yagami begins to unravel the mystery.

It still balances that out with a plethora of a heartwarming and/or hilarious side content, however, so don’t worry about that. While I didn’t find Lost Judgment’s side cases as funny as the original’s, there were still a lot of great ones, along with some other fun side content (including interacting with cats, which is always a plus for me). It also has an entire separate type of side stories called “school stories,” in which Yagami investigates high school clubs that appear to be connected to illegal activity. The school stories introduce several new mini-games and are linked through their own overarching story that has a fun Holmes-versus-Moriarty parallel, and overall they ended up being one of the best additions.

(The school stories also involve the Keihin Gang, now back as the Neo Keihin Gang. Fortunately, they only came back as characters and didn’t bring their annoying gameplay mechanic with them.)

Lost Judgment largely plays a like a more polished, improved version of Judgment, but there are also a handful of gameplay additions. Parkour has been added in certain spots, although it’s used so infrequently it barely feels worth it. Stealth is another new mechanic, but I quickly grew to dread these sections. They gave me a new appreciation for the now-reduced tailing sections.

Another new mechanic lets you listen in on conversations around the city to learn about potential side cases. I loved this, because it really made it feel more like detective work. I only wish it had been used more often.

Meanwhile, the investigation sections felt reduced and most of the time came down to finding the specific areas to start a parkour section, which was a little disappointing. In some ways, Lost Judgment feels like more of a detective game than its predecessor, so I wish that had been carried through in investigation sections too.

Now when it comes to the story, I have mixed feelings. It lacks the immediate intensity and thrills of Judgment’s story, and I found I ultimately enjoyed Judgment’s story more. Some aspects of the writing are also… odd. One returning character seems to have lost all his character development from the previous game to be treated like comic relief instead. Part of the plot also hinges on a character acting against their own best interests.

Click for Lost Judgment spoilers
And by that I mean Ehara agreeing to the appeal. Even after he agrees, his plan is still to serve out his time and then reveal the truth about the murder afterwards. Since he didn’t intend to cooperate, the argument that he wanted to humiliate the court system further through the appeal falls flat. You can stretch your disbelief to come up with reasons, but ultimately it ends up feeling like Ehara agreed to the appeal because the plot needed him to.

On the other hand, the story is filled with great moments, the mystery is the sort you really want to sit down and think about to try to put the pieces together even as the characters do, and the main antagonist is arguably the best in the entire series. No one else gets fans sitting down to debate in quite the same way.

My thoughts on the story really went up and down as I played. The early parts feel even slower than usual for the series, but once it got going, I was fully invested. Then it hit some of those snags I mentioned, and my opinion started to go downhill – yet the final hours were incredible enough that once I took some time to think about it, I realized my overall feelings toward the game had ended up much more positive again.

Click for major Lost Judgment spoilers
I also loved how there were several points where Yagami and Kuwana worked together after the reveal. It really fit with his nature as a morally gray antagonist. Plus I’m just a sucker for the hero and villain teaming up.

I will say I wish they had gone into depth with Yagami’s arguments a bit more. Fans joke about Yagami’s answer to everything being “Sawa-sensei,” but its major problem is that it starts to feel like if Sawa hadn’t died, he wouldn’t oppose Kuwana. Which isn’t what the game is going for; it clearly intends Yagami to be against vigilantism. If he had spent more time, especially in the later scenes, arguing against Kuwana’s methods for reasons beyond one innocent person dying, I think it would have been a lot stronger.

Also, I was amazed that Kuwana actually got to walk away. They almost never do that; sympathetic main antagonists always either sacrifice themselves or get killed in the eleventh hour by another villain. Kuwana actually walking away is wild, but also very fitting.

It has a top-notch soundtrack, too. Both the final boss theme and the major secondary antagonist’s theme are incredible.

Despite my mixed feelings about Lost Judgment’s DLC, I did end up buying it, since I wanted to get the Kaito Files and the season pass was on sale for only a little bit more. I enjoyed the extra content, although I still dislike the decision to include side cases as day-one DLC. That stuff should have just been in the main game.

Anyway, I haven’t played the Kaito Files yet – I’m planning to take a break for some of my October spooky games and then get back to that afterwards – but having finished the main game, I’m happy I finally played Lost Judgment.

Sep 182024
 

The recent Nintendo Partner Showcase took me by surprise with several announcements, one of which was Tales of Graces f Remastered.

A since-removed retail listing made it seem as though Tales of Xillia would be the next Tales remaster, so the Graces news was especially unexpected.

It was soon revealed that Tales of Graces f Remastered is only the first of a Tales remaster project, with more to come. Now we have a few more details thanks to a Famitsu interview with producer Yusuke Tomizawa, translated by Automaton.

It seems they originally intended to release remasters in chronological order, but “due to various circumstances, trying to stick to chronological order too much made us unable to release anything” and instead their new goal is “prioritizing titles that had the highest potential for release.”

No further context is given, which makes this a curious statement.

Quite a few Tales games released in between Tales of Symphonia and Tales of Graces, so if the remaster plan started with Tales of Symphonia Remastered last year, that would mean they’d originally intended to remaster Rebirth next, then Legendia, then Abyss, and so on and so forth, but ran into difficulty. Without clarification, though, it’s unclear if he meant that or if they’d intended to start from the very beginning with Phantasia.

Now their decisions of which games to remaster take fan feedback into account, which apparently led to them prioritizing Graces f. (I’m surprised, I would have thought Abyss had the most requests.) Their ultimate goal is to release “as many titles as possible.”

This feels like it could be interpreted in either a positive or negative way. On one hand, wanting to remaster as many Tales games as possible sounds great! It should mean we’ll get more than just a handful. On the other hand, saying they couldn’t go in chronological order raises concerns that they’re going to skip over the earlier games after all.

But here’s an interpretation that takes both statements into account – what if they realized those earlier titles would require a lot more work, so they jumped ahead to a highly-requested game that would be easier to remaster, to get it out in the meantime while they’re working on the longer project? A Tales of Rebirth remaster, for example, might not be shelved but simply moved ahead since it will take longer to have ready.

(Tales of Rebirth is one of the few games left on my original list of untranslated games I wanted to see translated. Come on, Bandai Namco. It’s your turn.)

Overall, I think this interview is a positive sign for the future of the series and the revival of Tales games that are no longer readily available. Which games do you think they’ll remaster after Graces?